Syndicate Items
Revision as of 18:29, 14 February 2022 by Tenheydes (talk | contribs) (→Direct Weapons: Linked drugs in Dart Pistol)
Syndicate operatives get access to these items during Traitor and Nuke Ops.
For a list of items exclusive to the Nuclear Agent game-mode, click here.
Refundable Items
Currently the only refundable items for traitors are: the Martial Arts Scroll and the Holoparasite Injector
Items
Job Specific Tools
Highly Visible and Dangerous Weapons
Direct Weapons
Item | Cost | Damage Type | Damage | Description |
---|---|---|---|---|
Energy Sword |
8 TC | Brute | 3 inactive 30 active / +35 Armor Piercing |
A highly lethal melee weapon with two states, on and off. When it's off, you can fit it into your pocket, but it only does about 3 brute damage. Click on it to switch between the two states. It has a 50% chance to block projectiles and melee attacks when active. It has a very distinctive noise when switching states, as well as when using it to commit murder. Don't expect to be hidden for very long after using it. |
Double Energy Sword File:Desword.gif |
16 TC | Brute | 3 inactive 34 active / +35 Armor Piercing |
A melee weapon created by attaching two Energy Swords together. Has higher damage and a higher block chance (75%) than the Energy Sword, while also reflecting 100% of energy projectiles while wielded in both hands. |
Gloves of the North Star |
8 TC | Brute | Standard melee damage for your species. | A pair of fingerless gloves that allows you to punch as fast as you can click, as long as you aren't holding an item in your hands. Not stackable with Sleeping Carp. |
Powerfist |
8 TC | Brute | 12 / 24 / 36 | A piston-powered metal fist that can be fueled with various gas tanks. It launches anyone hit by the fist backwards and deals 12 brute damage multiplied by the power setting, which you can adjust with a wrench. The type of gas you use to fuel the fist doesn't alter it’s behaviour, so feel free to use oxygen or air tanks which are easily found across the station. Do note that higher power settings will use more gas, so carrying some spare tanks is a wise idea if you plan to make heavy use of this item. You can remove attached tanks with a screwdriver. |
Chainsaw |
13 TC | Stun + Brute | 40 | An extremely loud and exceptionally lethal melee weapon. It cannot be stored in a backpack and makes a very distinctive noise when turned on. When used on a corpse, and on harm intent, it will carve them into chunks of meat, leaving nothing to be cloned. |
Energy Crossbow |
12 TC | Stun + Toxin | 15 Toxin | An exceptionally useful stealth weapon. Fires small darts which have indefinite range and deal a moderate amount of stamina damage. These darts will also stun your target for a brief period and give them slurred speech and blurry eyes. |
Syndicate .357 Revolver |
13 TC | Brute | 60 | It's a gun. Click on someone and you shoot at them. If you're out of bullets, you'll just hit them with your gun, which does a smashing 5 brute damage. Careful, the revolver's pretty loud and nearby people will hear it. Also, keep in mind there's only 7 shots. Takes .357 ammo, which can be printed out of a hacked autolathe. |
FK-69 Stechkin 10mm Pistol |
4 TC | Brute | 20 | It's a gun. Click on someone and you shoot at them. Can be outfitted with a silencer. Takes 10mm ammo which can be printed from a hacked autolathe. Magazine size of 8 bullets. |
Compact Sniper Rifle |
16 TC | Stun + Brute | 70 | A weakened, but still powerful version of the Nuclear Operatives' signature Sniper Rifle. The 4 .50 compact rounds included cannot blow off limbs or destroy objects, but still deal a whopping 70 brute damage and stun anyone hit by them. This version of the rifle has a faster fire rate and lacks the recoil of the standard version, however it lacks a scope, more ammo cannot be purchased, and it cannot be silenced. |
Equipment
Item | Cost | Purpose | Description |
---|---|---|---|
Holoparasites |
12 TC | Summoning a holoparasite Guardian | When injected, causes a parasitic nanomachine entity known as a guardian to become attached to the user. These entities can have many different dangerous abilities, such as igniting targets or creating explosive traps. While personally immortal, damaged sustained by the holoparasite is redirected as brute damage onto the host, bypassing armor and making it clear to viewers who is the host. |
Ammunition
Stealthy and Inconspicuous Weapons
Direct Weapons
Item | Cost | Damage Type | Damage | Description |
---|---|---|---|---|
Energy Dagger |
2 TC | Brute | 18 Brute/ +20 Armor Piercing | Essentially a more lightweight energy sword. This device can be disguised as a pen to be stored within a PDA when off. It also functions as a pen when turned off. |
Dart Pistol Kit |
4 TC | Variable | Variable | A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can. It also doesn't make a chat log when firing. The dart can be seen while in the air. Comes with 3 labelled syringes in a box, containing capulettium plus, sarin and pancuronium. |
Toy gun ( Stun darts ) |
3 TC | Stamina | 25 | Fires riot foam darts which deal temporary stamina damage. A single clip contains 7 darts and it takes about 5 successful hits to knock the target out, but it won't last for long. The foam darts can be recollected easily by ejecting the magazine out of the pistol and then clicking on a dart with it. You will automatically collect all the darts on the ground, with which you can keep pounding the poor sucker into submission all over again! Even if you fail to knock your target out, enough hits and he'll be too slow to run away from you if you act fast enough. |
Box of Throwing Weapons |
3 TC | Brute/Stun | 20/Trips | Comes with 5 throwing stars and 2 reinforced bolas. The Throwing stars do a respectable 20 damage when thrown and are guaranteed to embed in the target, hindering them and causing pain until removed by surgery, though this makes retrieving them from your enemy somewhat challenging. The bolas leg-cuffs its target, but on top of that trips them up when they are first hit, rendering them prone for just a moment. |
Equipment
Item | Cost | Purpose | Description |
---|---|---|---|
Martial Arts Scroll |
13 TC | Turning your average brawler into Bruce Lee. | The single-use scroll teaches a person the sleeping carp martial art. After you use this scroll you will be unable to use any ranged weapons, however, a wielder of this knowledge will automatically block all projectiles when throw intent is active. Your standard melee damage with your fists increases to a smashing 10-15 brute damage per hit. It also makes all grabs start as aggressive and changes the attack verbs used, as well as making you shout silly stuff making it apparent you've become a master of Carp Fu. You also get a new set of moves that can be displayed by recalling your teachings in the new sleeping carp tab. |
Krav Maga Gloves |
13 TC | if you want cool moves without giving up firearms in exchange. | Gloves with specialized nanites in them that the user to wield the art of Krav Maga. You will gain the ability to use three news martial arts moves. Additionally, upon disarming an opponent you will steal whatever they're holding out of their hand. Additionally you deal additional brute damage in general + more brute if the target is lying on the floor. Does not restrict weapon usage. |
Dehydrated Space Carp |
2 TC | Make people sleep with the fishes. | Just add water to make your very own hostile to everything space carp. It looks just like a plushie. Double click to bind the carp to you prior to hydrating it. |
Sleepy Pen |
8 TC | Making people fall asleep and drawing glasses on them afterwards. | This devious little pen is a hypospray in disguise. It comes pre-loaded with 100 units of Ketamine, a tranquilizing reagent which will put a target to sleep after about 20 seconds. When you use it on someone, they'll be injected with 50 units of the chemical inside the pen, unless they are wearing a hardsuit which will block it. This is a silent injection so the receiver will receive no notification, although most people will be incredibly suspicious when they start suffering ill effects after you bump into them. The pen can be drained or refilled with a syringe. |
Universal Suppressor |
1 TC | Covert ranged combat. | Fitted for use on any small caliber weapon with a threaded barrel, this suppressor will suppress the shots of the weapon for increased stealth and superior ambushing capability. |
Syndicate Soap |
1 TC | Hiding murder and slipping vigilantes. | It's a bar of evil looking soap that cleans things at an accelerated rate to normal soap. |
Fiber Wire Garrote |
10 TC | Strangling and re-locating victims. | The fiber wire garrote will instantly start a chokehold, making your target helpless and allowing you to upgrade the grab immediately to begin strangling them, as well as making the person unable to scream over the radio as long as you don't holster the garrote. As a two-handed weapon, the garrote has to be "wielded" by using it in your hand with the other hand free. You must be behind the person to use the garrote. |
False-Bottomed Briefcase |
3 TC | Concealing a firearm and unloading it when least expected. | A briefcase with a hidden compartment that can store anything normal-sized or smaller. If you hide a gun inside you can fire it at will while holding the briefcase, making it an excellent tool for an ambush! To use the hidden compartment, use a screwdriver on the briefcase and then place the desired item inside before closing the compartment by using the screwdriver again. Be warned that anyone can use this briefcase's hidden function or open the compartment if they have the tools! |
Camera Flash |
2 TC | Blinding people and stunning cyborgs. | An advanced flash device that behaves much the same way as the one security uses. This devious version comes disguised as a camera and will not burn out like the normal variant - instead it uses a recharging battery allowing traitors to keep using it even after they burn through all 5 charges. |
Stealth and Camouflage Items
Grenades and Explosives
Devices and Tools
Item | Cost | Purpose | Description |
---|---|---|---|
Cryptographic Sequencer |
6 TC | Gaining entrance to restricted areas or lockers and hacking things. | Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. A Full list of E-Maggable Objects can be found here: Cryptographic Sequencer |
Access Tuner |
6 TC | An all access door remote | An all-access door remote that takes three seconds to remotely connect with airlock circuits, allowing you to bolt, enable emergency access, or open them. Visible while in-hand. |
Radio Jammer |
5 TC | Disrupting nearby radio signals. | A radio jammer is used in order to confuse and obfuscate nearby radio signals in a short range (12 tiles). Radio messages appear scrambled and muddled which can prevent others from being able to easily interpret the communications of those nearby. This device will not nullify radio completely, but will scramble it greatly. |
Artificial Intelligence Detector |
1 TC | Useful to work around the AI. | A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover. |
Binary Translator Key |
5 TC | Monitoring AI chatter. | The key must be attached to a headset. Each headset can contain up to two encryption keys, and department headsets start with one. This tool will allow you to access to the AI and cyborg's personal channel to hear their dirty synthetic secrets. Very handy for hearing if the AI is rogue, or is out to arrest you. You can speak in the binary channel with ':+'. |
Syndicate Encryption Key File:SyndicateKey.png |
2 TC | Communicating with other Syndicate agents. Intercepting other channels. | The key must be attached to a headset. Each headset can contain up to two encryption keys, and department headsets start with one. It will intercept almost every radio message. The syndicate channel is accessed with ':t'. |
Hacked AI Upload Module |
12 TC | Subverting the AI. | It's like an AI freefom module, except your laws take priority over all others. You'll need to get at an upload console for it to work though. Be careful though, and don't give the AI wiggle room to backstab you. |
Traitor Belt |
2 TC | Storing any small items you want on your belt. | A robust seven-slot toolbelt made for carrying a broad variety of weapons, ammunition and explosives as well as normal tools. The description gives its naughty secondary usage away, keep it away from security's prying eyes. |
Thermal Safe Drill |
3 TC | Opening that pesky safe, loudly. | A large, battery powered drill that can be attached to both floor and box safes, drilling through them in five minutes flat. It will make drilling sounds and spark however, prepare for a fight. This can also be crafted on the crafting menu, as can the diamond version. |
Prototype Bone Repair Kit |
4 TC | An autoinjector with nanocalcium within, for healing those pesky bones. | The autoinjector comes with a guide on how to use it. Do not use with any stimulants, it will damage you and prevent your bones from healing. The autoinjector will make a sound when used, and will take some time to become active in your system. It can weaken, cause confusion and will cause you to collapse when the actual bone healing commences, but after some time, will start to fix any broken bones in your body. A useful alternative to seeking medical help when security is after you. |
Experimental Syndicate Teleporter |
8 TC | An experimental syndicate teleporter, for breaking into or out of areas. | The device teleports the user 3-8 tiles forward, and has 4 charges that recharge over time. Great for getting into well secured rooms. Be carefull, if you teleport onto a wall, it will try to save you by teleporting you 3 tiles parallel to your destination, but if it fails, you will be gibbed. Teleporting onto someone will hurt and stun them, but not you. Do not let the teleporter get EMPD, and do not use it with a bag of holding. Both will have dangerous side effects on the teleporters operation. |
Surgery Duffelbag |
2 TC | Traitorous medical operations. | A handy duffelbag which contains a full set of surgery tools, a straitjacket and a muzzle. The duffelbag itself is also much lighter than the ones you'll find on the station and won't slow you down while it's on your back. |
Advanced Pinpointer |
4 TC | Finding items and crew. | A pinpointer that tracks high-value items and crew on the station. Specifically, the PDA has 3 modes: 1) You can set X;Y co-ordinates and have it point you out in that direction. 2) You can locate the nuclear disk or other common objectives for traitors ( like hypospray, medals of captaincy, etc. ) 3) You can input a crew member's DNA strand to find them. You'll probably need to either get a medical crew's PDA or access to a medical logs computer for this. |
Power Sink |
10 TC | Sucks up all the station power, causing a black-out. | This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! |
Power Beacon |
10 TC | Attracting a loose singularity towards the beacon at a brisk pace. | Placed like a powersink, screwdriver to secure and open hand to turn on, the power beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity needs to be released, as the beacon will not release it. A singularity beacon starts in your hand, but you cannot pick it up after deploying it. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. Needs a powered cable underneath, and a floor tile.
Not available to nuke agents. Only available if your objective is to hijack the shuttle. |
Suspicious Toolbox |
1 TC | Obtaining tools. | Filled with ordinary tools, except the welder, which is of industrial quality. It comes with a multitool and combat gloves instead of an analyser and it's also slightly more damaging than a regular toolbox, doing around 15 brute damage. |
Space Suits and Hardsuits
Implants
Bundles and Telecrystals
Item | Cost | Purpose | Description |
---|---|---|---|
Syndicate Bundle |
20 TC | This spawns a syndicate box with one of nine random item sets. |
The bundles provide an emphasis on teamwork, as they are guaranteed to contain a Syndicate Encryption Key for communicating with fellow traitors. See Syndicate Bundle Equipment for bundle details. |
Syndicate Surplus Crate |
20 TC | Being an Economic Traitor. | A crate containing 50 telecrystals worth of random syndicate items. This includes possible repeats(Be ready to get five boxed spacesuits) and job specific gear as well(Be a sithmaster with a double E-sword and lightning gloves.) |
Syndicate Super Surplus Crate |
40 TC | Being a HIGHLY Economic Traitor. | A crate containing 125 telecrystals worth of random syndicate items. Because of the much higher price compared to the regular surplus crate, you'll need to team up with at least 1 other traitor to afford it. |
Raw Telecrystals |
Variable | Giving telecrystals to other agents, charging additional uplinks. | Raw telecrystals extracted from the uplink. Handy when trading with other agents or charging a separate uplink such as the implanted version. Can be bought in 1, 5 or 20 telecrystal stacks. Operatives can additionally buy them in stacks of 50. |
(Pointless) Badassery
Syndicate Bundle Equipment
Bundle Name | Bundle Contents | Purpose |
Spy |
Complete your objectives quietly with this compilation of stealthy items. | |
---|---|---|
Thief |
Steal from friends, enemies, and interstellar megacorporations alike! | |
Bond |
|
Shake your Martini and stir up trouble with this bundle of lethal equipment mixed with a spritz of gadgetry to keep things interesting. |
Sabotage |
Infuriate the entire crew with a barrage of breaches, power failures and Chief Engineer levels of irritation. | |
Payday |
|
Alright guys, today we're performing a heist on a space station owned by a greedy corporation. Drain the vault of all its worth so we can get that pay dirt! |
Implant |
A few useful implants to give you some options for when you inevitably get captured by | |
Hacker |
|
Hack the AI with either a custom law, or an Ion law (or both!) then talk with the AI and borgs using your Binary translator key. HACK THE PLANET! |
Darklord File:Desword.gif |
Turn your anger into hate and your hate into suffering with a mix of energy swords and magical powers. DO IT. | |
Professional |
|
Suit up and handle yourself like a professional with a long-distance penetrator sniper rifle, additional soporific knockout rounds and a highly lethal edagger for when you need to get your hands dirty. |